Abstract :
Although there is interest in the educational potential of online multiplayer
games and virtual worlds, there is still little evidence to explain specifically
what and howpeople learn from these environments. This paper addresses this
issue by exploring the experiences of couples that play World of Warcraft
together. Learning outcomes were identified (involving the management of
ludic, social and material resources) along with learning processes, which
followed Wenger’s model of participation in Communities of Practice. Comparing
this with existing literature suggests that productive comparisons can
be drawn with the experiences of distance education students and the social
pressures that affect their participation.